// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking. Shader "Spine/SkeletonGraphic" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 0 _Color ("Tint", Color) = (1,1,1,1) [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8 [HideInInspector] _Stencil ("Stencil ID", Float) = 0 [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0 [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255 [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255 [HideInInspector] _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 // Outline properties are drawn via custom editor. [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1) [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024 [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25 [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0 [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1 [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Fog { Mode Off } Blend One OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Normal" CGPROGRAM #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT #pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP struct VertexInput { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; VertexOutput vert (VertexInput IN) { VertexOutput OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; #ifdef UNITY_HALF_TEXEL_OFFSET OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1); #endif OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor. return OUT; } sampler2D _MainTex; fixed4 frag (VertexOutput IN) : SV_Target { half4 texColor = tex2D(_MainTex, IN.texcoord); #if defined(_STRAIGHT_ALPHA_INPUT) texColor.rgb *= texColor.a; #endif half4 color = (texColor + _TextureSampleAdd) * IN.color; #ifdef _CANVAS_GROUP_COMPATIBLE // CanvasGroup alpha sets vertex color alpha, but does not premultiply it to rgb components. color.rgb *= IN.color.a; #endif color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif return color; } ENDCG } } CustomEditor "SpineShaderWithOutlineGUI" }